Tactical Marines KT24

Homebrew by JamesWorkshop

Firstborn Tactical Marines are the grizzled veterans of the Adeptus Astartes, forged in the crucible of endless war. Clad in power armor and armed with reliable boltguns, they form the backbone of Space Marine Chapters, executing versatile battlefield roles with discipline and precision. Though overshadowed by the newer Primaris Marines, Firstborn still bring centuries of experience, honor, and unyielding loyalty to the Emperor.


Authors note: my main goal while adapting this kill team from KT21 to KT24 was to keep it as faithful to the original rules as possible. however, some creative liberties had to be made due to the changes in rules and game flow, e.g, how shoot and fight twice changed from tactical ploys to the Astartes rule for space marines, and the change in how equipment worked. these changes also include balance changes made for certain weapons and rules changed from KT21 to KT24, e.g, supercharged plasma changing from piercing 2 to piercing 1, lethal 5+. hopefully you find the changes and additions made are within reason and help make the team more suitable for this edition.

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Composition

A TACTICAL MARINE killteam is composed of:

  • 1 TACTICAL MARINE sargeant equipped with one of the following options:

    • Fists and one of the following options:

      • Relic Boltgun, Combi-flamer, Combi-grav, Combi-melta, Combi-plasma
    • One option from each of the following:

      • Chainsword, Power fist or Power weapon
      • Relic Bolt pistol, grav-pistol, Hand flamer, Inferno pistol or Plasma pistol
  • 5 TACTICAL MARINE operatives selected from the following list:

    • TACTICAL MARINE WARRIOR with one of the following options:

      • Boltgun; fists
      • Bolt pistol; Chainsword
    • TACITCAL MARINE GUNNER with one of the following options:

      • Bolt pistol; Flamer; fists
      • Bolt pistol; Grav-gun; fists
      • Bolt pistol; Meltagun; fists
      • Bolt pistol; Plasma gun; fists
    • TACTICAL MARINE HEAVY GUNNER with one of the following options:

      • Bolt pistol; heavy Bolter; fists
      • Bolt pistol; Missile launcher; fists

Other than WARRIOR operatives, your kill team can only include each operative on this list once.

Some TACTICAL MARINE rules refer to a 'bolt weapon'. This is a ranged weapon that includes 'bolt' in its name, e.g. Boltgun, Bolt pistol, etc.

Some TACTICAL MARINE weapon rules refer to rules not currently supported for KT24. the desciption of these rules have been added to the ABILITIES section of operative that has those weapon rules, e.g. Grav.

Common Abilities and Options

*Grav:
Each time this operative makes a shooting attack with this weapon, if the target has an unmodified Save characteristic of 3+ or better, this weapon has the Lethal 5+ special rule for that attack.

Astartes:
During each friendly TACTICAL MARINE operative's activation, it can perform either two Shoot actions or two Fight actions. If it is two Shoot actions, a bolt pistol, boltgun, relic boltgun or relic bolt pistol must be selected for at least one of them. Each friendly TACTICAL MARINE operative can counteract regardless of its order.

Tactical Marine Sargeant
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Relic Bolt Pistol (Lethal 5+)
4
3+
3/4
Relic Boltgun (Lethal 5+)
4
3+
3/4
Combi-Flamer
Bolter
4
3+
3/4
Flamer (Rng 8”, Sat, Tor 2”, Lim 1)
4
2+
3/3
Combi-Grav
Bolter
4
3+
3/4
Grav (Prc1, Grav*, Lim 1)
4
4+
4/5
Combi-Melta
Bolter
4
3+
3/4
Melta (Rng 6”, Dev4, Prc2, Lim 1)
4
3+
6/3
Combi-Plasma
Bolter
4
3+
3/4
Plasma (standard) (Prc1, Lim 1)
4
3+
4/6
Plasma (supercharge) (hot, Lethal 5+, Prc1, Lim 1)
4
3+
5/6
Grav-Pistol (Rng 8”, Prc1, Grav*)
4
3+
3/5
Hand Flamer (Rng 6”, Tor 1”)
4
2+
3/3
Inferno Pistol (Rng 3”, Prc2, Dev3)
4
3+
5/3
Plasma Pistol
Standard (Rng 8”, Prc1,)
4
3+
3/5
Supercharged (Rng 8”, Hot, Lethal 5+, Prc1)
4
3+
4/5
Chainsword
5
3+
4/5
Power Fist (Brutal)
5
4+
5/7
Power Weapon (Lethal 5+)
5
3+
4/6
Fists
4
3+
3/4
Abilities
*GravAstartes
TACTICAL MARINE, IMPERIUM, ADEPTUS ASTARTES, LEADER, TACTICAL MARINE SARGEANT
Tactical Marine Warrior
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt pistol (Rng 8”)
4
3+
3/4
Boltgun
4
3+
3/4
Chainsword
5
4+
4/5
Fists
4
3+
3/4
Abilities
Astartes
TACTICAL MARINE, IMPERIUM, ADEPTUS ASTARTES, WARRIOR,
Tactical Marine Gunner
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Flamer (Rng 8”, Sat, Tor 2”)
4
2+
3/3
Grav-Gun (Prc1, Grav*)
4
3+
4/5
Meltagun (Rng 6”, Dev4, Prc2)
4
3+
6/3
Plasma Gun
Standard (Prc1)
4
3+
4/6
Supercharged (Hot, Lethal 5+, Prc1)
4
3+
5/6
Bolt Pistol (Rng 8")
4
3+
3/4
Fists
4
3+
3/4
Abilities
*GravAstartes
TACTICAL MARINE, IMPERIUM, ADEPTUS ASTARTES, GUNNER
Tactical Marine Heavy Gunner
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8”)
4
3+
3/4
Heavy Bolter
Focused (Hvy(Repos), PrcCrit1)
5
3+
4/5
Sweeping (Hvy(Repos), PrcCrit1, Tor 1”)
4
3+
4/5
Missile Launcher
Frag (Blast 2”, Hvy(Repos))
4
3+
3/5
Krak (Hvy(Repos), Prc1)
4
3+
5/7
Fists
4
3+
3/4
Abilities
Astartes
TACTICAL MARINE, IMPERIUM, ADEPTUS ASTARTES, HEAVY GUNNER
Equipment

PURITY SEALS:
Once per turning point, when a friendly TACTICAL MARINE operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


SUSPENSOR SYSTEM:
your Friendly HEAVY GUNNER operative gains the following ability for the battle: the weapon profiles of this operative that have the Heavy special rule are treated as if they do not have the Heavy special rule.


AUSPEX:
Once per turning point, when a friendly TACTICAL MARINE operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation (or counteraction), enemy operatives within 8" of it cannot be obscured.


Ploys

Firefight - ONLY IN DEATH DOES DUTY END:
Use this Tactical Ploy when a ready friendly TACTICAL MARINE operative is incapacitated. That operative is not removed from the killzone until the end of your next activation or the end of the battle (whichever comes first) and does not count as being injured.


Firefight - SHOCK ASSAULT:
Use this firefight ploy when a friendly TACTICAL MARINE operative is performing the Fight action during an activation in which it has performed the Charge action, at the start of the Resolve Attack Dice step. Until the end of that action: Its melee weapon has the Shock weapon rule. The first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7). Shock: The first time you strike with a critical success in each sequence, also discard one of your opponent's unresolved normal successes (or a critical success if there are none).


Firefight - TRANSHUMAN PHYSIOLOGY:
Use this firefight ploy when an operative is shooting a friendly TACTICAL MARINE operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.


Strategic - AND THEY SHALL KNOW NO FEAR:
You can ignore any changes to the stats of friendly TACTICAL MARINE operatives from being injured.


Strategic - TACTICAL PRECISION:
Until the end of the Turning Point, while a friendly SPACE MARINE operative is within 6" of and Visible to a friendly TACTICAL MARINE SARGEANT operative, each time it fights in combat or makes a shooting attack, that friendly operative’s ranged weapons have the Balanced weapon rule.


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.